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  1. Base weapons should have around ~30 DPS for nonupgraded
  2. Base weapons should have around ~80 DPS for upgraded
  3.  
  4.  
  5. Base Weapon Power Delay Notes
  6. ---------------------------------------------------------------
  7. Standard 10 20F Normal
  8.  
  9. +Power +3 damage per bullet.
  10. +Reload Delay between shots reduced to 16 frames (20% improvement)
  11. +Boost +Twin Bullet, bringing power to 20/26
  12.  
  13. Nonupgrade 30 DPS
  14. Power 39 DPS
  15. Reload 36 DPS
  16. Boost 60 DPS
  17. All 79.2 DPS
  18.  
  19. Note: Basic gun, others are built around this.
  20.  
  21.  
  22.  
  23.  
  24. Tactical 4 25F Fires three in rapid succession
  25. +Power +1 Damage per bullet
  26. +Reload Delay between shots reduced to 20 frames (20% improvement)
  27. +Boost +2 Max bullets before recover (Bringing power to 20 to 25 range)
  28.  
  29. Nonupgrade 28.8 DPS
  30. Power 36 DPS
  31. Reload 34.56 DPS
  32. Boost 48 DPS
  33. All 72 DPS
  34.  
  35. Note: More precise, since the damage is handled across multiple shots this weapon does not do as much Overkill damage.
  36. The lack of overkill damage means it will be doing more "real" damage in heavy crowds.
  37.  
  38.  
  39.  
  40.  
  41.  
  42. Chargeup VAR ?/AVG Charge a powerful shot up.
  43.  
  44. CHARGEUP EFFECTS
  45. once per interval, it adds +1 to the charge value and emits a "shine"
  46. Charge shines take slightly longer between intervals
  47.  
  48. Charge Level
  49. -----------------
  50. None (Tap) 5 power (10 +Power), slow speed.
  51. One 10 power (20 +Power), average speed.
  52. Two 20 power (30 +Power), average speed, tiny aoe for 10
  53. Three 40 power (60 +Power), fast speed, tiny aoe for 10
  54. Four (+Boost) 80 power (100 +Power), fast speed, cascade aoe for 3x10
  55.  
  56. +Reload Improve speed between chargeup tiers.
  57.  
  58. ASSUME 60 FPS
  59. Charge Level Time to Next +Reload Cooldown
  60. --------------------------------------------------------
  61. None 6 Frames 6 Frames 5 Frames
  62. One 15 Frames 12 Frames 5 Frames
  63. Two 30 Frames 20 Frames 5 Frames
  64. Three 60 Frames 40 Frames 5 Frames
  65. Four (total) =111 Frames = 78 Frames 5 Frames
  66.  
  67. Nonupgrade 50 dam / 1.08 sec = 46.29 dps
  68. Power 70 dam / 1.08 sec = 64.81 dps
  69. Reload 50 dam / 0.75 sec = 66.66 dps
  70. Boost 110 dam / 1.93 sec = 56.99 dps
  71. All 130 dam / 1.38 sec = 94.20 dps (this is where it should be.)
  72.  
  73.  
  74. Note: This weapon actually loses damage per second if you hold it over the point in which the last "Shine" occurs.
  75. At it's peak performance it's the strongest primary weapon by a decent lead but for most players it's damage per second will fall slightly because of the holdover time.
  76. It is a very bursty weapon though since it can get that opening hit from pre-charging, which will help win firefights.
  77. It suffers from a massive vulnerability though in that it does huge amounts of overkill damage against small targets, leading to wastes of damage against higher priority targets.
  78. It is very useful in the hands of a skilled player.
  79.  
  80.  
  81.  
  82.  
  83. (Note: old formula was as follows)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  84. Charge Level
  85. -----------------
  86. None (Tap) 4 power (5 +Power), slow speed.
  87. One 10 power (13 +Power), average speed.
  88. Two 16 power (20 +Power), average speed, tiny aoe for 4
  89. Three 20 power (25 +Power), fast speed, tiny aoe for 5
  90. Four (+Boost) 25 power (32 +Power), fast speed, cascade aoe for 3x5, piercing
  91.  
  92. DPS calculations assume longest chargetimes for this.
  93.  
  94. Nonupgrade 20+5 damage = 25 damage, 51+30 = 81 frames = ~1.33sec, = 18.79 DPS
  95. Power 25+5 = 30 Damage, 81 Frames, == 22.55 DPS
  96. Reload 25 Damage, 38+30 Frames (1.1sec rough) == 22.72 DPS
  97. Boost 25+(3x5)=40 Dam, 111+40 = 151 frames (~2.51 sec), = 15.93 DPS...
  98. All 32+15 = 47 Dam, 78+40 = 118 frames (1.96 sec) == 23.97 DPS... this is terrible
  99.  
  100. What happens if I change the shot cooldown to 5 frames Fixed?
  101.  
  102. Nonupgrade 25 dam / (60+5 ->) 1.08 sec = 23.14 DPS
  103. Power 30 dam / 1.08 Sec = 27.77 DPS
  104. Reload 25 dam / (40+5 ->) 0.75 sec = 33.33 DPS
  105. Boost 40 dam / 1.08 sec = 37.03 DPS (this is incorrect, didnt use the right frames table, its actually lower than 28 dps)
  106. All 40 dam / (78+5 ->) 1.38 sec = 28.98 dps ... it actually got weaker for charging it up.
  107.  
  108. Revised damage tables:
  109.  
  110. Charge Level
  111. -----------------
  112. None (Tap) 5 power (10 +Power), slow speed.
  113. One 10 power (14 +Power), average speed.
  114. Two 20 power (25 +Power), average speed, tiny aoe for 10
  115. Three 30 power (36 +Power), fast speed, tiny aoe for 10
  116. Four (+Boost) 50 power (60 +Power), fast speed, cascade aoe for 3x10 (removed piercing)
  117.  
  118. effects become...
  119.  
  120. Nonupgrade 40 dam / 1.08 sec = 37.03 DPS
  121. Power 46 dam / 1.08 sec = 42.59 DPS
  122. Reload 40 dam / 0.75 sec = 53.33 DPS
  123. Boost 90 dam / (111+5 ->) 1.93 sec = 46.63 DPS
  124. All 78 dam / 1.38 sec = 56.53 DPS .... well shit, this is still terrible.
  125.  
  126.  
  127. EVEN MORE DAMAGE???
  128.  
  129. Charge Level
  130. -----------------
  131. None (Tap) 5 power (10 +Power), slow speed.
  132. One 10 power (20 +Power), average speed.
  133. Two 20 power (30 +Power), average speed, tiny aoe for 10
  134. Three 40 power (60 +Power), fast speed, tiny aoe for 10
  135. Four (+Boost) 80 power (100 +Power), fast speed, cascade aoe for 3x10 (removed piercing)
  136.  
  137. effects become..
  138.  
  139. Nonupgrade 50 dam / 1.08 sec = 46.29 dps
  140. Power 70 dam / 1.08 sec = 64.81 dps
  141. Reload 50 dam / 0.75 sec = 66.66 dps
  142. Boost 110 dam / 1.93 sec = 56.99 dps
  143. All 130 dam / 1.38 sec = 94.20 dps (this is where it should be.)
  144.  
  145. (End old data)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  146.  
  147.  
  148.  
  149.  
  150.  
  151.  
  152.  
  153.  
  154. *DRONE WEAPONRY REQUIRES DRONES TO BE PURCHASED.
  155. *WHEN DRONES UNLOCKED, THEYRE ALWAYS AVAILABLE
  156. *DRONES CAN BE SHOT AND TAKE 1 DAMAGE PER HIT,
  157. *AT THREE HITS THEY DIE AND WILL AUTO REVIVE PERIODICALLY
  158. *DAMAGED DRONES REPAIR THEMSELVES IN HALF THAT TIME IF
  159. *THEY ARE NOT HIT AGAIN.
  160. *DRONES DO NOT GET I-FRAMES
  161.  
  162. Drone weapons should have around ~10 DPS for nonupgraded PER DRONE (Adds up to 40 dps with four drones active)
  163. Base weapons should have around ~30 DPS for upgraded PER DRONE (Adds up to 120 dps with four drones active)
  164.  
  165.  
  166. Drone Setup Style ALT
  167. -----------------------------------------------------------
  168. Eagle Wings above and below. Fans out.
  169. Orbit Circles around the player. Spread out.
  170. Snake Follows your movement. Locks position.
  171.  
  172.  
  173. Drone Weapon Power Delay Notes
  174. ------------------------------------------------------------
  175. Blaster 5 30F Similar to Standard
  176. +Power +2 Damage (40% Improvement)
  177. +Reload Delay becomes 24F (20% Improvement)
  178. +Boost Adds a second angled shot depending on position of drone to player
  179. Above: Angled 30 degrees up
  180. Below: Angled 30 degrees down
  181. Same: Angled 30 degrees up
  182.  
  183. nonup 5 dam / 0.5 sec = 10 dps
  184. power 6 dam / 0.5 sec = 12 dps
  185. reload 3 dam / 0.4 sec = 7.5 dps
  186. boost 10 dam / 0.5 sec = 20 dps
  187. all 14 dam / 0.4 sec = 35 dps
  188.  
  189. Note: This is a pretty basic drone. Adds an extra shot and isn't super complicated.
  190.  
  191.  
  192.  
  193. Laser 1 10F Piercing laser shots. GREAT Rof
  194. +Power 50% chance of critical ray for 2 damage.
  195. +reload Delay becomes 8F (20% Improvement)
  196. +boost Becomes a double beam using same firing rules as above
  197.  
  198. nonup 1 dam / 0.16 sec = 6.25 dps
  199. power ~1.5 dam / 0.16 sec = ~9.375 dps
  200. reload 1 dam / 0.13 sec = 7.69 dps
  201. boost 2 dam / 0.16 sec = 12.5 dps
  202. all ~3 dam / 0.13 sec = ~23.07 dps (approximate because the damage can vary depending on "critical" ray chance.
  203.  
  204. Note: This weapon does less damage overall than the blaster drone, but it's shots are more accurate and can pierce enemies and walls.
  205.  
  206.  
  207.  
  208.  
  209. Rocket 5 60F Forward firing rocket, Tiny AOE for 5
  210. +Power +10 Damage (40% Improvement, total damage becomes 20)
  211. +Reload Delay becomes 48F (20% Improvement)
  212. +Boost Shots become homing
  213.  
  214. nonup 10 dam / 1 sec = 10 dps
  215. power 20 dam / 1 sec = 20 dps
  216. reload 10 dam / 0.8 sec = 12.5 dps
  217. boost 10 dam / 1 sec = 10 dps + Homing
  218. all 20 dam / 0.8 sec = 25 dps + homing
  219.  
  220. Note: Less damage than the blaster drone, but it's shots have a small aoe effect and homing rockets let them hit an enemy almost guaranteed.
  221. note: the rockets fired from this weapon have no downwards drag - they accelerate immediately from the drone
  222. note: drone rockets are gray.
  223.  
  224.  
  225.  
  226. Mods Effect
  227. --------------------------------------------
  228.  
  229. D Adamant Armor +4 HP
  230. E Shield Boost +4 SP
  231. F Shield Focus +4 SP
  232. E Shield Charge Increases rate of shield recharge.
  233. N Shield Module Decreases delay before shield recharge starts.
  234. D Psycho Module Grazing bullets charges shield.
  235.  
  236. A Cannon Power Increases base weapon damage slightly.
  237. T Cannon Reload Increases base weapon ROF slightly
  238. T Cannon Boost Increases base weapon functionality slightly.
  239. A Weapon Power Increases sub weapon damage slightly.
  240. C Weapon Reload Increases sub weapon ROF slightly.
  241. K Ammo Expander Doubles subweapon ammo maximum capacity.
  242.  
  243. D Drone Power Increases drone weapon damage slightly.
  244. R Drone Reload Increases drone weapon ROF slightly.
  245. O Drone Boost Increases drone weapon functionality.
  246. N Drone Armor Drones can take an extra hit before breaking
  247. E Double Drone Doubles the amount of drone weapons deployed.
  248. S Assembly Line Reduces wait time for dead drones to recover.
  249.  
  250. Fire Control Prevents death once with a long cooldown.
  251. Recycler Replenishes subweapon ammo over time.
  252. Converter Converts subweapon pickups to ammo pickups.
  253. Philosopher All subweapons are automatically enhanced.
  254. Dampeners Reduces damage from wall and enemy colission.
  255. Nanomachines CO-OP respawn time greatly reduced.
  256. Scrap Bin Confirmed kills grant tiny Spacebux
  257. Cover Shield Greatly increases rate and delay of shield recharge.
  258.  
  259.  
  260.  
  261.  
  262.  
  263.  
  264.  
  265.  
  266. ORDER CATALOGUE
  267. These are the costs of stuff. Costs are listed in Spacebux
  268.  
  269. SHIPS COST
  270. ---------------------------------
  271. Pixelfox Free!
  272. Starwing 25,000 Bux
  273. Behemoth 30,000 Bux
  274.  
  275.  
  276. CANNONS COST
  277. ---------------------------------
  278. Standard Free!
  279. Tactical 5,000 Bux
  280. Chargeup 7,500 Bux
  281.  
  282.  
  283. DRONE SETUP COST
  284. ---------------------------------
  285. Snake Free! (Obtained when you get the Drone kit)
  286. Orbit 5,000 Bux
  287. Eagle 5,000 Bux
  288.  
  289.  
  290. DRONE WEAPON COST
  291. ---------------------------------
  292. Blaster Free! (Obtained when you get the Drone kit)
  293. Laser 10,000 Bux
  294. Rocket 10,000 Bux
  295.  
  296.  
  297.  
  298. SUBWEAPONS
  299. ------------------------------------------------------------------------
  300.  
  301.  
  302.  
  303. Subweapon damage should be around:
  304. ~80 DPS for Regular or similar power rating.
  305. ~150 DPS for Gold or similar power rating.
  306. Weapons should strive for 15 to 20 sec of continuous firing, depending on speed.
  307. ie adjust ammo based on fire rate.
  308. ammo-burning weapons should get around 15 seconds of continual fire base (this doubles to 30 with expander, but decreases with accelerator)
  309. ammo count is given less for "higher tier" weapons like Chakram or Expel because of how much damage they do.
  310.  
  311.  
  312.  
  313.  
  314.  
  315.  
  316.  
  317. [COMPLETED!]
  318. (A)egis Generates a shield around the user that blocks RED projectiles.
  319. Does not consume ammo normally, only depletes when you get hit.
  320. While in effect, ammo does not regenerate.
  321. Damage per Shot Does not fire projectiles
  322. Shot Cooldown 1 Frames
  323. Ammo 20
  324. Replenish 1 per 120 frames (1/ 2 sec)
  325. Gold Ver Shield now stops BLUE projectiles as well.
  326. +Power No Effect
  327. +Reload No Effect
  328.  
  329. nonupg no DPS
  330. power
  331. reload
  332. gold
  333. all no DPS
  334.  
  335.  
  336.  
  337. [COMPLETE!]
  338. (B)eam A rapidfire beam of low-power energy that pierces objects
  339. Damage per Shot 1
  340. Shot Cooldown 2 Frames (30 Shot per Sec)
  341. Ammo 500 (16.6 sec ammo supply)
  342. Replenish 1 per 10 Frames (6/Sec) (20% RCV)
  343. Gold Ver Widened twin-beam for double damage power
  344. +Power 50% of a critical beam for 2 damage
  345. +Reload Reduces cooldown to 1 frame (instant)
  346.  
  347. nonupg 1 dam / 0.03 sec = 33.33 DPS
  348. power ~1.5 dam / 0.03 sec = ~50 DPS
  349. reload 1 dam / 0.02 sec = 50 DPS
  350. gold 2 dam / 0.03 sec = 66.66 dps
  351. all ~6 dam / 0.02 sec = ~150 DPS (depending on luck) with piercing.
  352.  
  353.  
  354.  
  355.  
  356. (C)hakram Fires two rings of projectiles away from the player.
  357. Damage per shot 20 x24 (480 if all projectiles hit)
  358. Shot Cooldown 60 Frames (1/sec)
  359. Ammo 20 (20 sec ammo supply)
  360. Replenish 1 per 300 frames (1p5sec, 20% RCV)
  361. Gold Ver Shots become Blue and piercing
  362. +Power Becomes power 24 (+20% Damage)
  363. +Reload Reduces cooldown to 48 Frames (20% Improvement)
  364.  
  365. DPS chart assumes three bullets hit on average to a single target. This is realistically much higher depending on playstyle.
  366. nonupg 60 dam / 1 sec = 60dps
  367. power 72 dam / 1 sec = 72 dps
  368. reload 60 dam / 0.8 sec = 75 dps
  369. gold 60 dam / 1 sec = 60 dps Piercing
  370. all 72 dam / 0.8 sec = 90 dps Piercing
  371.  
  372. Maximized chart assuming every bullet were to hit the same target. This is possible to do but it involves taking heavy damage.
  373. nonupg 480 dam / 1 sec = 480 dps
  374. power 576 dam / 1 sec = 576 dps
  375. reload 480 dam / 0.8 sec = 600 dps
  376. gold 480 dam / 1 sec = 480 dps piercing
  377. all 576 dam / 0.8 sec = 720 dps Piercing
  378.  
  379.  
  380.  
  381.  
  382. (D)rill A powerful short range laser drill to mine through rocks.
  383. This weapon inflicts the vulnerability effect that Ice does as well.
  384. This weapon is Piercing
  385. Damage per Shot 1
  386. Shot Cooldown 1 (Infinite)
  387. Ammo 1200 (20 Sec)
  388. Replenish N/A
  389. Gold Ver Drill length about double
  390. +Power Damage increases to 2 (+100%)
  391. +Reload No Effect
  392.  
  393. nonupg 1 dam / 0.02 sec = 50 dps
  394. power 2 dam / 0.02 sec = 100 dps
  395. reload no change in dps
  396. gold no change in dps
  397. all 2 dam / 0.02 sec = 100 dps
  398.  
  399. Note: Drill's DPS is actually double that because of the effect it inflicts. It's short range makes this weapon risky to use though.
  400.  
  401.  
  402.  
  403.  
  404.  
  405. (E)ruption Fires a bomb that sticks to a surface or enemy.
  406. Push B to detonate all bombs on the screen.
  407. Enemies that die with Bombs attached have their bombs detonated.
  408. Multiple stickies together will create better explosions (Up to 3 stickies on an enemy, or 1 on a surface)
  409. Additional stickies on an enemy at 3 stacks will detonate all stickies on the enemy.
  410. Damage per Shot 0 (Attach), Small AOE (1 stick) 20 Area, Large Aoe (2+ stick) 50 Area (3 stacks = 150 damage Area)
  411. Shot Cooldown 40 Frames (1 per 2/3rd sec)
  412. Ammo 30 stickies (19.8 sec ammo supply)
  413. Replenish 1 per 120 Frames (1 per 2 sec, 33% Replenish)
  414. Gold Ver single stickies do large explosions, double and triple stickies have a spiral blast that also inflicts 3 napalm damage.
  415. +Power Stickies now do 10 Impact damage
  416. +Reload Shot cooldown becomes 30 Frames (2 per sec)
  417.  
  418. Assuming three stacks at each detonation, requiring three shots worth of time.
  419. nonupg 150 dam / 2 sec = 75 dps
  420. power 180 dam / 2 sec = 90 dps
  421. reload 150 dam / 1.5 sec = 100 dps
  422. gold 150 dam / 2 sec = 75 dps + 9 stacks of napalm (45 extra damage over time if napalm is not stacked higher.)
  423. all 180 dam / 1.5 sec = 120 dps + 9 stacks of napalm
  424.  
  425. Note: Has nice area damage and afflicts napalm damage which can stack to deal a lot of extra damage passively
  426.  
  427.  
  428.  
  429.  
  430. (F)lamer Continually fires a torrent of flame.
  431. Fire deals more damage the closer you are to the target.
  432. At close ranges, it can set enemies on fire, but it's shots are narrow and small.
  433. At long ranges, the shots can pierce enemies and walls, and it's shots become wider.
  434. (8/6 cutoff has Napalm, 4/2 has Piercing)
  435. This is a flexible weapon.
  436. Damage per shot 8/6/4/2 depending on falloff. Inflicts 1 stack of napalm per hit if target is within 8 or 6 damage falloff range.
  437. Shot Cooldown 4 Frames (15 per sec)
  438. Ammo 200 (~13.3 sec ammo supply)
  439. Replenish 1 per 10 frames (6/sec, ~40% replenish rate)
  440. Gold Ver Longer range, longer shot falloff for damage.
  441. +Power +2 Damage (+25% increase, carries through all stages)
  442. +Reload Reduces cooldown to 3 frames (25% improvement)
  443.  
  444. Top-end (8 damage falloff) DPS chart (You must be very close to do this.)
  445. nonupg 8 damage / 0.06 sec = 133.33 DPS
  446. power 10 damage / 0.06 sec = 166.66 DPS
  447. reload 8 damage / 0.05 sec = 160 DPS
  448. gold no change, just longer falloff range.
  449. all 10 damage / 0.05 sec = 200 DPS
  450. Note: These stack napalm for additional damage over time.
  451.  
  452. Low-end (2 damage falloff)
  453. nonupg 2 dam / 0.06 sec = 33.33 DPS
  454. power 4 dam / 0.06 sec = 66.66 DPS
  455. reload 2 dam / 0.05 sec = 40 DPS
  456. gold no change, just longer falloff range.
  457. all 4 dam / 0.05 sec = 80 DPS
  458. note These shots are much larger than top-end and can hit multiple targets/go through walls.
  459.  
  460. Note: Flamer's low ammunition supply means shots must be taken carefully and situationally.
  461.  
  462.  
  463.  
  464.  
  465.  
  466. (G)raviton / Gravity A shot that creates a gravity field that pulls enemies in. When the field collapses it does good damage.
  467. Gravity does not alter Medium, Large or Boss enemies, but can damage them.
  468. Field can be interacted with the B button. This affects all your shots of this weapon type:
  469. Non activated: Expands the field immediately.
  470. Activated: Collapses the field immediately.
  471. Damage per Shot 0, Field collapse: 60
  472. Shot Cooldown 60 Frames (1 per sec)
  473. Ammo 20 shots (20 sec ammo supply)
  474. Replenish 1 per 180 frames (33% Replenish)
  475. Gold Ver Shot field is larger, can now affect Medium enemies
  476. +Power Grants the bullet 10 Impact damage.
  477. +Reload Shot Cooldown becomes 48 frames (20% improvement)
  478.  
  479. nonupg 60 dam / 1 sec = 60 dps
  480. power 70 dam / 1 sec = 70 dps
  481. reload 60 dam / 0.8 sec = 75 dps
  482. gold no change in damage
  483. all 70 dam / 0.8 sec = 87.5 dps
  484. Note Gravity is designed to grant field control. When used in combination with weapons like beamdrones or charge shot,
  485. gravity is capable of doing setups for massive spike damage. gravity's damage is also an area attack too...
  486.  
  487.  
  488.  
  489. (H)oming / Heatseeker A slow moving yellow warhead that seeks out an enemy and has a small splash
  490. Damage per shot 15 Impact, 5 Aoe (20 Damage)
  491. Shot Cooldown 30 Frames (2 Per second)
  492. Ammo 20 (10 sec ammo supply)
  493. Replenish 1 per 90 frames (1/1.5sec, 33% RCV)
  494. Gold Ver Launches three missiles per interval.
  495. +Power Impact damage increases to 20 (25% improvement)
  496. +Reload Fire rate becomes 20 frames (3 per second, 33% improve)
  497. *Damage max potential becomes (25x3 = 75 total with upg)
  498.  
  499. nonupg 20 dam / 0.5 sec = 40 dps
  500. power 25 dam / 0.5 sec = 50 dps
  501. reload 20 dam / 0.33 sec = 60.60 dps
  502. gold 60 / 0.5 sec = 120 dps
  503. all 75 dam / 0.33 = 227.22 dps, with homing
  504. note this weapon's low ammo supply means this weapon would be best reserved for situational use.
  505. homing shots aren't guaranteed to attack the intended target, which may affect DPS
  506.  
  507.  
  508.  
  509.  
  510.  
  511.  
  512. (I)ce / Iceray A continual beam of supercooled compound that saps power from afflicted targets.
  513. Weakens the defenses of targets causing them to be more vulnerable to damage.
  514. Damage per Shot 2
  515. Shot Cooldown 3 (20 Shots per Second)
  516. Ammo 200 (~10 sec firing)
  517. Replenish 1 per 15 frames (20% replenish)
  518. Gold Ver Targets that die while affected by improved Ice now shatter into an 8 way burst of projectiles dealing 10 damage each.
  519. These projectiles afflict improved Ice and can cause chain reactions.
  520. +Power +1 damage (50% improvement)
  521. +Reload Becomes 2 frames per shot (33% improvement)
  522.  
  523. nonupg 2 dam / 0.05 sec = 40 DPS
  524. power 3 dam / 0.05 sec = 60 DPS
  525. reload 2 dam / 0.03 sec = 66.66 DPS
  526. gold no damage increase, but damage spikes are now possible.
  527. all 3 dam / 0.03 sec = 100 DPS with damage spikes.
  528. Note DPS is actually twice as high because of the debuff.
  529.  
  530.  
  531.  
  532.  
  533.  
  534. (J)oker Fires a random weapon.
  535. Damage per Shot 0 + Varies
  536. Shot Cooldown 20 (3/sec)
  537. Ammo 30
  538. Replenish 1 per 60 frames (1/sec)
  539. Gold Ver Fires the enhanced versions of the weapons.
  540. +Power No Effect, but may impact the randomly fired weapons.
  541. +Reload Shot Cooldown becomes 10 frames (massive improvement)
  542.  
  543. note: DPS charts are not possible because of the nature of this weapon.
  544.  
  545.  
  546.  
  547.  
  548. (K)inesis Fires a projectile that devistates small enemies. Enemies destroyed become charged shots that can do a high amount of damage.
  549. Pressing the B button early detonates your projectiles early.
  550. Damage per Shot 10 Impact, 15 Area + 185 Area vs Small class enemies
  551. Destroyed ships release a projectile in an angle related to explosion point: 80 Impact and an extra 20 small Area damage.
  552. Shot Cooldown 60 (1/ Sec)
  553. Ammo 20 Shots
  554. Replenish 1 per 180 frames (33% replenish)
  555. Gold Ver Larger detonation radius and bonus damage now affects Medium class enemies.
  556. +Power Impact damage increases by 10 (+100% impact, but +5% overall)
  557. +Reload Cooldown becomes 48 Frames (20% improvement)
  558.  
  559. DPS here assumes small enemies.
  560. Nonupg 210 dam / 1 sec = 210 dps
  561. power 220 dam / 1 sec = 220 dps
  562. reload 210 dam / 0.8 sec = 262.5 dps
  563. gold no dps change, but larger area and higher enemy class affected
  564. all 220 dam / 0.8 sec = 275 dps
  565.  
  566. Note: This weapon has HUGE dps but only versus small or medium sized enemies. It's damage against bosses is laughably bad.
  567. That being said, it's potential to flick back small things at larger enemies makes it more useful.
  568. This is definitely not that great for boss fights unless they have adds, but it is pretty good for clearing stages.
  569.  
  570.  
  571.  
  572.  
  573. (L)ancer / Laser Fires a ray of high-powered devistating energy that pierces through walls.
  574. The ray lingers momentarily, losing power, but can damage those that move into it.
  575. Damage per Shot 120, diminishing over time.
  576. Shot Cooldown 90 frames (1.5 sec)
  577. Ammo 20
  578. Replenish 300 frames (1 per 5 sec, ~30ish%)
  579. Gold Ver Enemies struck by the ray at any point are blasted with 5 cascade small aoes for 10 damage each. (50 extra dam)
  580. +Power Weapon's damage increases to 150 (+20%)
  581. +Reload Weapon's cooldown dereases to 72 frames (+20%)
  582.  
  583. Nonupg 120 dam / 1.5 sec = 80 dps
  584. Power 150 dam / 1.5 sec = 100 dps
  585. Reload 120 dam / 1.2 sec = 100 dps
  586. Gold 170 dam / 1.5 sec = 113.33 dps
  587. All 200 dam / 1.2 sec = 166.66 dps
  588. Note This weapon is more useful for picking off a line of enemies.
  589.  
  590.  
  591.  
  592. (M)issile A slow moving blue warhead that hits hard and has area splash.
  593. Damage per Shot 30 Impact, 20 Aoe (50 Damage)
  594. Shot Cooldown 60 Frames (1 per second)
  595. Ammo 20 missiles (20 sec ammo)
  596. Replenish 1 per 180 frames (1 per 3 seconds, ~33% RCV)
  597. Gold Ver Explodes in a small cluster, adding four randomly offset AOE's for an extra 20 damage each (+80 damage) (add +20 for original aoe)
  598. +Power Impact damage increases to 50
  599. +Reload Becomes 48 Frames (20% faster)
  600.  
  601. Nonupg 50 dam / 1 sec = 50 dps
  602. Power 70 dam / 1 sec = 70 dps
  603. Reload 50 dam / 0.8 = 62.5 dps
  604. Gold 150 dam / 1 sec = 150 dps
  605. All 170 dam / 0.8 sec = 212.5 dps
  606. Note Slow moving dummy-fire, these missiles are great against large enemies but small quick ones can easily avoid being hit.
  607.  
  608.  
  609. (N)apalm A green missile loaded with a volatile compound.
  610. Damage per Shot 10 Impact, +10 Napalm
  611. Shot Cooldown 45 Frames (3/4 of a second)
  612. Ammo 20 warheads
  613. Replenish 180 Frames (3 seconds, 25% replenish rate)
  614. Gold Ver shots become homing
  615. +Power Impact damage increases to 20 (+100%)
  616. +Reload Shot cooldown becomes 30 frames (1/2 sec, 33% improvement)
  617.  
  618. Nonupg 10 dam / .75 sec = 13.33 dps
  619. Power 20 dam / .75 sec = 26.66 dps
  620. Reload 10 dam / .5 sec = 20 dps
  621. Gold no change, just adds homing
  622. All 20 dam / .5 sec = 40 dps
  623. Note Each hit debuffs the enemy with 10 Napalm damage. Napalm damage stacks up to 100.
  624. Napalm damage periodically ticks on an enemy dealing damage equal to the current napalm damage sustained.
  625. When this happens, the enemy takes damage, but loses one point of ongoing Napalm damage.
  626. IE, 10 napalm damage will deal: 10 + 9 + 8 + 7 + 6 + 5 + 4 + 3 + 2 + 1 = 55 damage over time.
  627. These ticks vary depending upon the enemy but are roughly 1/sec on average
  628. 100 napalm not-reapplied will deal 5,050 damage on it's own over about two minutes.
  629. Napalm is best used against bosses, sticking them with several missiles and then reapplying one hit every now and then.
  630. It's a slow-burning way to kill bosses, but really makes this weapon incredible just as "base".
  631.  
  632.  
  633.  
  634. (O)uroboros Twin orbs of energy encircle the ship before streaking away to strike an enemy.
  635. When they're streaking away they leave short lived trails of energy that can damage enemies for a minor amount.
  636. Damage per Shot 30 (Orb) Piercing, 5 (Trail)
  637. Shot Cooldown 120 frames (2 sec)
  638. Ammo 10 (20 sec of ammo)
  639. Replenish 1 per 360 frames (1 per 6 sec) (33%)
  640. Gold Ver Adds two more orbs
  641. +Power Orb damage increases to 50
  642. +Reload Cooldown decreases to 96 frames (20% improvement)
  643.  
  644. Assume all shots hit, not factoring in trail damages.
  645. Nonupg 60 dam / 2 sec = 30 dps
  646. Power 100 dam / 2 sec = 50 dps
  647. Reload 60 dam / 1.6 sec = 37.5 dps
  648. Gold 120 dam / 2 sec = 60 dps
  649. All 200 dam / 1.6 sec = 125 dps
  650. Note Damage is actually somewhat higher than what's listed because of the trail damage.
  651. Ouroboros can spawn "trail bullets" inside of enemies which then hit them instantly dealing a little bit more damage.
  652. Larger enemies get hit with more "trail" spawns, so Ouroboros's DPS is much higher against large enemies.
  653. It's worth noting that Ouroboros may not hit the intended target if there's an enemy closer to the player than the desired foe.
  654. It's also worth noting that Ouroboros is a skill-shot weapon because of that and can be used to create really good attack lines.
  655.  
  656.  
  657.  
  658. (P)article Charges up the longer the special weapon button is held. Upon release, has various attack effects.
  659.  
  660. Particle ChgList 0 to 30 frames: A weak bullet that does 1 damage.
  661. 31 to 60 frames: A small bullet that does 50 damage.
  662. 61 to 120 frames: A round bullet that does 50 impact and 50 area damage.
  663. Shots now add a small "Burst" graphic when they fire at this point.
  664. 121 to 180 frames: A spiral bullet that does 100 impact and 100 area damage
  665. 181 to 299 frames: Two shots in a double-helix that pierce enemies and deal 200 damage each.
  666. these shots leave a small after-image circle particle effect.
  667. Shots now add a large "Burst" graphic when they fire at this point.
  668. 300 to 599 frames: Shots become a quad helix of above.
  669. 600 frames: Fires a slow moving golden vortex of energy that launches miniature golden particles at random enemies.
  670. The vortex deals 1,800 impact damage and 200 area damage in a large area.
  671. The gold particles deal 20 damage and have piercing.
  672.  
  673. Cooldown None. (Instant)
  674. Ammo 300 (Enough for a single maxed out shot)
  675. Replenish 1 per 10 frames (10% refresh)
  676. Regular: You can charge up to 300 frames, using 300 ammo. At that point, you can't charge any further and don't spend ammo.
  677. Gold: Increases the charge limit to 600 frames for 600 ammo.
  678. +Power Helix shot damage doubled. Gold vortex impact damage doubled.
  679. +Reload Burns an additional ammo when charging, but awards an additional charge (double charge rate)
  680.  
  681. Damage potential would be a bitch to calculate, so instead the 300 and 600 ones are as follows:
  682. 300 charge 800 damage / 5 sec chargetime = 160 DPS piercing
  683. 600 charge 2000 direct damage / 10 sec chargetime = 200 dps
  684. +Power Effectively doubles the damage of this weapon's max charge outputs.
  685. +Reload Double the above.
  686. Note: This weapon does fucking superb damage. If fully upgraded, can deal almost 8,000 damage in the first five seconds of a boss fight.
  687. The catch is that this weapon is incredibly rare (like Xpel) and it's something you don't want to use on anything other than a boss.
  688.  
  689.  
  690.  
  691.  
  692.  
  693.  
  694. (Q)uantum Determines the true nature of Eric and Cleo
  695. Damage per Shot 0
  696. Shot Cooldown 60 (1 sec)
  697. Ammo 1
  698. Replenish Does not replenish
  699. Gold Ver Adds Lord Maltreas to the mix
  700. +Power Nothing
  701. +Reload Nope
  702.  
  703. What it does When fired, rolls 1d2 or 1d3 if gold.
  704.  
  705. 1 Eric appears on the screen and looks confused.
  706. Shoots silohettes of his Will's Downfall book cover across the screen (Yellow->orange->red->black afterimages)
  707. These shots are angled randomly and deal 300 piercing damage each. Shoots about 30 of them.
  708.  
  709. 2 Cleo, The Nutty, flips off the screen!
  710. Instantly deals 9,999 damage to every enemy on the screen.
  711.  
  712. 3 The Dark Lord Maltreas appears and causes lots of explosions to happen across the screen
  713. Generates about 50 random explosions on the screen dealing 100 damage each and inflicting 100 napalm damage each.
  714.  
  715. Note: This is a joke weapon that's intentionally OP as fuck, this will have to come from a special hidden secret stage.
  716. The stage should only be enterable once every other weapon's gold version has been unlocked in the Garage.
  717. The midboss of the stage, "EriCleoMalty" is the only enemy that drops the Quantum.
  718. The boss will not even appear unless one of the players has the Philosipher equipped.
  719. The actual boss of the stage is just a joke enemy that should die without offering any resistance at all.
  720.  
  721.  
  722. (R)amming Generates a temporal shift around your vessel allowing you to lunge forward and use your ship as a weapon.
  723. You are completely safe from harm while this is happening too.
  724. Note: This secretly disables control of the player's ship for a few frames while you move.
  725. You're completely invulnerable while you're in this state and when you fire it, it spawns a bullet that sits under you.
  726. When you regain control you also gain 20 i-frames (a third of a second)
  727. Damage per Shot 60 (Piercing)
  728. Shot Cooldown 30 frames (half a second)
  729. Ammo 20 (10 seconds of jumps)
  730. Replenish 1 per 120 frames (25% recover)
  731. Gold Ver Longer range of the lunge, higher i-frames (30 iframes)
  732. +Power Increases the damage to 80
  733. +Reload Shot cooldown becomes 24 frames (20% improvement)
  734.  
  735. Nonupg 60 dam / 0.5 sec = 120 dps
  736. Power 80 dam / 0.5 sec = 160 dps
  737. Reload 60 dam / 0.4 sec = 150 dps
  738. Gold no change
  739. All 80 dam / 0.4 sec = 200 dps
  740. Note +Fairly hard hitting weapon that can be used for defense too.
  741. -Can put you into bad situations that actually result in you getting hit.
  742. -Have to risk hurting yourself to hurt an enemy with this weapon
  743. -Beam weaponry will wreck your shit after you leave the ram effect. They can pierce i-frames.
  744.  
  745.  
  746. (S)pread / Shotgun A scattering blast. Grants a wide angle of attack.
  747. Damage per Shot 3 (3x5: 15)
  748. Shot Cooldown 20 Frames (3 Shot per Sec)
  749. Ammo 40 (around 15 seconds of firing)
  750. Replenish 1 per 90 Frames (1/1.5sec) (~23% RCV)
  751. Gold Ver Adds in four extra random pellets (27 point blank damage)
  752. +Power Pellets deal +1 damage (Gold ver means 36 point blank damage)
  753. +Reload Becomes 15 Frame cooldown (4 per sec)
  754.  
  755. Assuming point blank shot and all hit...
  756. nonupg 15 dam / 0.33 sec = 45.45 dps
  757. power 20 dam / 0.33 sec = 60.60 dps
  758. reload 15 dam / 0.25 sec = 60 dps
  759. gold 27 dam / 0.33 sec = 81.81 dps
  760. all 36 dam / 0.25 sec = 144 dps
  761. note tremendous area coverage lets this weapon hit enemies all over the place.
  762.  
  763.  
  764. (T)yphoon Launches an aquatic-blue vortex-like projectile that explodes in a small area and releases a spray of bullets in random directions.
  765. Active shots can be prematurely detonated by pushing B
  766. Damage per Shot 10 Impact, 10 Area, 6x5 randomly angled bullet (50 damage if all hit)
  767. Shot Cooldown 30 frames (0.5 sec)
  768. Ammo 20 (10 sec of ammo)
  769. Replenish 1 per 120 frames (25% recover)
  770. Gold Ver Releases twice as many bullets when it pops (extra 30 possible damage)
  771. +Power Impact damage increases to 20 (+100% impact damage)
  772. +Reload Shot cooldown becomes 20 (+33% improvement)
  773.  
  774. If NO bullets released from the vortex were to hit...
  775. Nonupg 20 dam / 0.5 sec = 40 dps
  776. Power 30 dam / 0.5 sec = 60 dps
  777. Reload 20 dam / 0.33 sec = 60.60 dps
  778. Gold 20 dam / 0.5 sec = 40 dps
  779. All 30 dam / 0.33 sec = 90.90 dps
  780.  
  781. If ALL bullets released from the vortex were to hit...
  782. Nonupg 50 dam / 0.5 sec = 100 dps
  783. Power 60 dam / 0.5 sec = 120 dps
  784. Reload 50 dam / 0.33 sec = 151.51 dps
  785. Gold 80 dam / 0.5 sec = 160 dps
  786. All 90 dam / 0.33 sec = 272.72 dps
  787.  
  788. Note This weapon's DPS is very, very random because most of it comes from the released vortex bullets.
  789. You might be able to trade blows with an enemy by moving into them and spraying the vortex point blank, but that's a risky move.
  790. This weapon is more suited to taking out groups of small enemies than it is larger enemies or bosses.
  791.  
  792.  
  793. (U)mbra Launches a purple orb of energy that ripples energy up and down.
  794. Damage per Shot 10 Impact Piercing, 10 on rippling bullets
  795. Shot Cooldown 30 Frames (0.5 Sec)
  796. Ammo 40 (20 Sec of Ammo)
  797. Replenish 1 per 150 Frames (20% Recover)
  798. Gold Ver Ripple bullets more frequenty
  799. +Power Impact shot damage grows to 30
  800. +Reload Fire rate decreases to 20 frames (33% Improvement)
  801. Note the DPS on this weapon is absolutely trash unless you're firing into a crowd of enemies.
  802. This weapon is great to soften up lots of enemies behind walls and whatnot.
  803. It is situational and likes to lag up the game.
  804.  
  805.  
  806. [COMPLETE!]
  807. (V)ulcan Rapidfire subweapon firing in a straight line
  808. Damage per shot 4
  809. Shot Cooldown 4 Frames (15 Shot per Sec)
  810. Ammo 250 (A little over 16 sec of ammo)
  811. Replenish 1 Ammo per 20 frames (3 / Sec) (20% Rcv/Rate)
  812. Gold Ver Adds a secondary narrow angle shot.
  813. +Power +1 Damage per Shot
  814. +Reload Becomes 3 frames per shot (20 Shot per Sec)
  815.  
  816. Nonupg 4 dam / 0.06 sec = 66.66 dps
  817. Power 5 dam / 0.06 sec = 83.33 dps
  818. Reload 4 dam / 0.05 sec = 80 dps
  819. Gold 8 dam / 0.06 sec = 133.33 dps
  820. All 10 dam / 0.05 sec = 200 dps
  821.  
  822.  
  823.  
  824. (W)ildfire A variant of the vulcan who's shots are aimed at the nearest enemy.
  825. This weapon's aim is innacurate and has a little bit of spread.
  826. It has a high ammo count.
  827. Damage per Shot 3
  828. Shot Cooldown 5 Frames (12/Sec)
  829. Ammo 360 (30 sec of ammo)
  830. Replenish 15 Frames (33%)
  831. Gold Ver Fires two shots at the same time
  832. +Power Damage increases to 4 (+1)
  833. +Reload Shot cooldown becomes 4 frames (+20%, 15/sec)
  834.  
  835. Nonupg 36 dps (3 * 12)
  836. Power 48 dps (4 * 12)
  837. Reload 45 dps (3 * 15)
  838. Gold 72 dps (6 * 12)
  839. All 120 dps (8 * 15)
  840. Note Trades DPS for aiming ability and ammo count.
  841.  
  842.  
  843.  
  844. (X)pel A super weapon that launches orbs of destructive energy that seek out enemies.
  845. It is an incredibly rare weapon.
  846. Damage per Shot 12 orbs dealing 100 damage each, and impact hits inflict 5 cascade explosions for an extra 10 each. (170 per orb, 2040 dmg/shot)
  847. Shot Cooldown 1 (Instant)
  848. Ammo 1 (Not affected by ammo expander)
  849. Replenish n/a (Does not regenerate, does not recover from converter)
  850. Gold Ver Shots become piercing.
  851. +Power Impact damage increases by 30 (bringing damage fired to 2400)
  852. +Reload n/a
  853.  
  854. Fires only once, has no DPS chart.
  855.  
  856.  
  857.  
  858. (Y)-Splice A weird bullet that splits several times.
  859. When it splits, it creates two bullets with random 30 degree rotation up/down, with a "BULLET LIFE" equal to the parent.
  860. The parent self-deletes after it splits.
  861. Damage per Shot Each bullet deals 30 damage.
  862. Shot Cooldown 120 Frames (2 sec)
  863. Ammo 20
  864. Replenish 1 per 120 frames (25% recover)
  865. Gold Ver Adds in an extra bullet to the split.
  866. +Power bullet damage increases to 40 (+33%)
  867. +Reload Shot cooldown becomes 90 frames (1 + 1/2 sec) (+25%)
  868.  
  869. This bullet's damage is not possible to get a good DPS, but it is used more for flooding the screen with bullets.
  870.  
  871.  
  872.  
  873.  
  874. (Z)-Saber Projects a small ray of light forward similar to a very short range lancer.
  875. Moving in certain ways can cause the blade to lash out.
  876. Damage per Shot 2 Piercing
  877. Shot Cooldown 1 (Instant)
  878. Ammo 1200
  879. Replenish 1 per 3 frames (33%)
  880. Gold Ver Longer range.
  881. +Power Adds +1 more damage.
  882. +Reload No Effect
  883.  
  884. Nonupg 2 dam * 60 per sec = 120 DPS
  885. Power 3 dam * 60 = 180 DPS
  886. Reload No Change
  887. Gold No Change
  888. All No Change
  889.  
  890. SPECIAL: When moving Up, Up Forwards, Forwards in a quick succession triggers an overhead forward sweep.
  891. The same for down, down towards, towards.
  892. This sweep only happens if you have at least 100 Ammo left, and consumes 100 ammo to do it.
  893. The sweep inflicts 200 damage Piercing, and is longer when using the Gold ver.
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